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Old 03-08-2008   #1 (permalink)
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Default orkies! stitch is going green!

okay, i need an army i can build & paint within 5 weeks... solution? my ork waaagh! which has styled itself after the dark angels in the aftermath of the pscinica campaign!


Warboss Ahzkillzel’s Deff Angelz

HQ: Warboss Ahzkillzel w/Mega armour inclu Twin-linked Shoota & Power klaw, Cybork body, Attack squig
cost; 125 pts

HQ: Sergruntz Naamork, (Warboss) w/Big choppa, Shoota/skorcha Kombi-weapon, Cybork body & ‘Eavy armour.
cost; 85 pts

Elites: 8 Burna Boyz w/Burna.
cost; 120 pts

Elites: Nob w/Power klaw, Slugga Stikkbombz
2x Kommandos w/Rokkit launcha & Stikkbombz.
5x Kommandos w/Choppa, Slugga & Stikkbombz
cost; 135 pts

Elites: Nob w/Choppa, Slugga & Stikkbombz
2x Kommandos w/Rokkit launcha
3x Kommandos w/Choppa, Slugga & Stikkbombz
cost; 90 pts

Troops: 2x Meganobz w/Kombi Shoota-skorcha, Power klaw & Stikkbombz.
2x Meganobz w/Twin-linked Shoota, Power klaw & Stikkbombz.
cost; 170 pts
Transport; Battlewagon w/4x Big shootas. ‘Ard case, Deff roller, Armour plates, Grot riggers, Grabbin klaw & Boarding plank.
cost; 170 pts

Troops: 4x Meganobz w/Kombi Shoota-rokkit launcha, Power klaw & Stikkbombz.
4x Meganobz w/Twin-linked Shoota, Power klaw & Stikkbombz.
cost; 340 pts

Troops: Nob w/Power klaw, Slugga.
2x ‘Ard Boyz w/Big shoota, Choppa
17x ‘Ard Boyz w/Shoota.
Stikkbombz
Cost; 265 pts

should be 1500pts bang-on!
cheers!
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Old 03-08-2008   #2 (permalink)
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Default Re: orkies! stitch is going green!

kinda reminds me of the force that a staffer at my local store fields. almost everything is in mega armour and mounted in a truck or battlewagon. he calles it "Da Deffwing"

oh, and he painted it in 3 days
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Old 03-08-2008   #3 (permalink)
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Default Re: orkies! stitch is going green!

Quote:
Originally Posted by hairyyahoo View Post
kinda reminds me of the force that a staffer at my local store fields. almost everything is in mega armour and mounted in a truck or battlewagon. he calles it "Da Deffwing"

oh, and he painted it in 3 days
well, i'm looking at it this way;
- naamork, (naaman) & kommandos + burnas + 'ard boyz are the 'scouts' of the force
- ahzkillzel, (azreal) & meganobs are of corse the deathwing!

the battlewagon will be built around a looted dark angels land raider, though sadly i won't be able to get the shiny forgeworld doors as there's a 3 month backlog of orders... (damn snow!)

cheers!
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Old 03-08-2008   #4 (permalink)
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Default Re: orkies! stitch is going green!

My opinions(criticism?):

Quote:
Originally Posted by experiment 626 View Post
okay, i need an army i can build & paint within 5 weeks... solution? my ork waaagh! which has styled itself after the dark angels in the aftermath of the pscinica campaign!


Warboss Ahzkillzel’s Deff Angelz

HQ: Warboss Ahzkillzel w/Mega armour inclu Twin-linked Shoota & Power klaw, Cybork body, Attack squig
cost; 125 pts

HQ: Sergruntz Naamork, (Warboss) w/Big choppa, Shoota/skorcha Kombi-weapon, Cybork body & ‘Eavy armour.
cost; 85 pts

He has two two handed weapons, Stitch. Big choppa and the kombi

Elites: 8 Burna Boyz w/Burna.
cost; 120 pts

Elites: Nob w/Power klaw, Slugga Stikkbombz
2x Kommandos w/Rokkit launcha & Stikkbombz.
5x Kommandos w/Choppa, Slugga & Stikkbombz
cost; 135 pts

If all you want to do is draw a tad bit of fire and/or mess with the enemy then these guys are pretty nice. Maybe an extra +1-2 boyz

Elites: Nob w/Choppa, Slugga & Stikkbombz
2x Kommandos w/Rokkit launcha
3x Kommandos w/Choppa, Slugga & Stikkbombz
cost; 90 pts

Meh. I don't like this squad. Way to small. If you want Rokkits use tankbustas if you want infiltrators then make a mob of 7-9 kommandos or two mobs of at least 7-9 kommandos preferably...If you make use of infiltrate then they go ahead of you army and thus get the most fire...at least the first fire

Troops: 2x Meganobz w/Kombi Shoota-skorcha, Power klaw & Stikkbombz.
2x Meganobz w/Twin-linked Shoota, Power klaw & Stikkbombz.
cost; 170 pts
Transport; Battlewagon w/4x Big shootas. ‘Ard case, Deff roller, Armour plates, Grot riggers, Grabbin klaw & Boarding plank.
cost; 170 pts

Drop the Grabbin klaw or plank for a kannon/lobba/zzzap gun? I think you only really need one...

Troops: 4x Meganobz w/Kombi Shoota-rokkit launcha, Power klaw & Stikkbombz.
4x Meganobz w/Twin-linked Shoota, Power klaw & Stikkbombz.
cost; 340 pts

Nice. Orky. THOUGH the stikkbombz might be a point sink...I mean who lets slow & purposeful units charge them?

Troops: Nob w/Power klaw, Slugga.
2x ‘Ard Boyz w/Big shoota, Choppa
17x ‘Ard Boyz w/Shoota.
Stikkbombz
Cost; 265 pts

Good unit...though I really feel breaking them into two and giving them trukks would round out this list a little better.

should be 1500pts bang-on!
cheers!
I kinda think that taking out the Kommandos all together and putting in a mob o' grots or some armor and giving the hard boyz trukks would serve you better...Kommandos just don't do it for me.

Anti tank is a minor problem but you've got a pretty good amount of rokkits...but orks rarely hit...Meeeh Maybe instead of giving the hardboyz trukks you could throw in a looted wagon with a boomgun? Or Wartrakks with rokkits? Deff Dreads, Killa kans? There are so many options to fur fill your anti armor... I love Orkz

I could see using Kommandos but I just hate them...Never work out for me

WAIT!!! I'm looking through my Ork dex and I don't see 'Ard boyz....Using the old Dex or are the 'Ard boyz just regular boyz?
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Old 03-08-2008   #5 (permalink)
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Default Re: orkies! stitch is going green!

'ard boyz is now an upgrade in the boyz entry in the new codex. however, it is also now a 0-1 option/FOC!

under the new lists, models can take multiple 2-handed weapons. the big choppa replaces the choppa, while the kombi-weapon replaces the slugga. there's nothing anywhere in the new 'dexes which limits the number and type of weapons models may carry! (for example, chaos marines have a 2-handed weapon + 2 single-haned weapons!)

the kommandos can't be dropped because they are the 'scouts' (from da 'teef kompany' too!)
my plan is to only infiltrate if i can drop them;
a) near a tank
b) out of sight compleatly!
if that's not an option, then the kommandos will simply use the other 'arder mobs as shields and at least force the enemy to take target priority tests... still, i'd like to find some way to make the 'arder! still thinking of where i can pull pts from...

the burnas are only because i absolutely love the models! (a potential 24, S4 power weapon attacks on the charge has nothing to do with it!)

finally, the only stikkbombs i've actually bought are the 'ard boyz bombs. yes, surprisingly enough, meganobs really do come with stikkbombz as basic equipment!

cheers!
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Old 03-08-2008   #6 (permalink)
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Default Re: orkies! stitch is going green!

Blah. I'm stuck in the old codex.

I noticed the 'Ard boyz earlier but when I looked back while checking your list I skipped over 'em and freaked out

But I still say that a main kannon/lobba/zzzap gun would be great for your battle wagon. Just replace the plank and klaw. Its more effective to shoot a vehicle then...grab and hold it and give it S8 power klaw attacks...You could just shoot it with a kannon for you S8 attack + get more range and have the option of shooting infantry up

The kommandos are really just opinion I guess.
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Old 03-08-2008   #7 (permalink)
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Default Re: orkies! stitch is going green!

Yea, I like the new rules for 2 hand weapons. I mean if you have a 2 hand CCW then it would seem a bit of a waste to only equip a short range pistol whean you can have an assult gun or something
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Old 03-08-2008   #8 (permalink)
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Default Re: orkies! stitch is going green!

Quote:
Originally Posted by BrainDeleted View Post
Blah. I'm stuck in the old codex.

I noticed the 'Ard boyz earlier but when I looked back while checking your list I skipped over 'em and freaked out

But I still say that a main kannon/lobba/zzzap gun would be great for your battle wagon. Just replace the plank and klaw. Its more effective to shoot a vehicle then...grab and hold it and give it S8 power klaw attacks...You could just shoot it with a kannon for you S8 attack + get more range and have the option of shooting infantry up

The kommandos are really just opinion I guess.
it's a very valid point, though i'm now trying to think of where i can put a giant cannon on a land raider?!!
the zzap gun is out though as IIRC, it'll be using the krew's lowsey BS2!

still, i had gotten a bit of a thrill out of the idea of seeing an eldar skimmer held immobile by a giant orky pincer claw and then a lumbering meganob casuly rip it to shreds?!!

cheers!
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Old 03-08-2008   #9 (permalink)
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Default Re: orkies! stitch is going green!

*Drools*

That would be beautiful!!!
But what eldar player lets his skimmers get close to a battle wagon!?

I suggest putting a massive orky tower turret thing on top of the land raider. Big enough to make it look clumsy and off balance but not HUGE...or maybe HUGE? Line the tower with shootas and put the big gun on top

I really hate what happened to the zzzap gun...BTW


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